US2020351489A1
|
|
Self-supervised training of a depth estimation model using depth hints
|
TW202040981A
|
|
Augmented reality mobile edge computing
|
US2021023439A1
|
|
Background process for importing real-world activity data into a location-based game
|
KR20210013655A
|
|
Multiple synchronization integrated model for device position measurement
|
US2020001180A1
|
|
Low latency datagram-responsive computer network protocol
|
KR20200146040A
|
|
Self-supervised training of depth estimation system
|
US10549198B1
|
|
Verifying a player's real world location using image data of a landmark corresponding to a verification pathway
|
US2019022530A1
|
|
Validating a player's real-world location using activity within a parallel reality game
|
US2019012840A1
|
|
Cloud enabled augmented reality
|
WO2018236933A1
|
|
Providing a shared virtual experience in a location-based game
|
US2019077019A1
|
|
Collision detection, estimation, and avoidance
|
US2019080245A1
|
|
Methods and Systems for Generation of a Knowledge Graph of an Object
|
US2019076731A1
|
|
Methods and systems for generating detailed datasets of an environment via gameplay
|
US10463953B1
|
|
Detecting and preventing cheating in a location-based game
|
US9545565B1
|
|
Regulating and scoring player interactions within a virtual world associated with a location-based parallel reality game
|
US9782668B1
|
|
Placement of virtual elements in a virtual world associated with a location-based parallel reality game
|
US9226106B1
|
|
Systems and methods for filtering communication within a location-based game
|
US9621635B1
|
|
Using side channels in remote procedure calls to return information in an interactive environment
|
US9604131B1
|
|
Systems and methods for verifying player proximity within a location-based game
|
US9669296B1
|
|
Linking real world activities with a parallel reality game
|